Pathfinder Society Organized Play Rules FAQ v3.0+


Pathfinder Society

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Liberty's Edge

TwilightKnight wrote:
Josh could either rule those spells out of PFS or update the rules to accommodate them. Either way, I think you're speculating on an unlikely "what if."

I said this earlier when I brought it up. However, it's still a valid concern for the future, as someone adding a Sorcerer / Wizard spell may or may not be aware of the interaction with Society play.

The one remaining question then seems to be whether it's desired for new classes to be limited to what spells they can use based on whether a cleric or druid or wizard has that spell already. If it is, well, fine. But it seems surprising that a witch should be able to cast cure light wounds, but not use a scroll of it.

I don't know who brought up the scroll cost thing but wasn't that beaten to death? My goal in bringing this up was the three questions (1 resolved, 1 minor, and 1 still pending) above.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
cfalcon wrote:


The one remaining question then seems to be whether it's desired for new classes to be limited to what spells they can use based on whether a cleric or druid or wizard has that spell already. If it is, well, fine. But it seems surprising that a witch should be able to cast cure light wounds, but not use a scroll of it.

Scrolls in PFS are neither Arcane or Divine, You just need to worry if it is on your spell list, if it is then you can cast it even if it was a cleric who made it.

Liberty's Edge

Dragnmoon wrote:
Scrolls in PFS are neither Arcane or Divine, You just need to worry if it is on your spell list, if it is then you can cast it even if it was a cleric who made it.

Awesome, that clears that up! I have no idea where that is in the document, but it sounds like it was thought of and resolved some time ago and I presumably missed the memo or read right over it. Do you have a link, or is it just something Josh mumbled at some point that will be in a future document iteration?

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
cfalcon wrote:
Dragnmoon wrote:
Scrolls in PFS are neither Arcane or Divine, You just need to worry if it is on your spell list, if it is then you can cast it even if it was a cleric who made it.

Awesome, that clears that up! I have no idea where that is in the document, but it sounds like it was thought of and resolved some time ago and I presumably missed the memo or read right over it. Do you have a link, or is it just something Josh mumbled at some point that will be in a future document iteration?

It will be clarified in the future guide,

But here is the last discussion in it.

Edit: After looking at that link, he never says he will clarify it at a later date, he just says he may...Also he only talks about Buying scrolls, not about finding scrolls in a scenario, though I seem to remember something being said on that to, but I am unsure.

Liberty's Edge

I have seen this one come up a few times now and would like "official" answer. Can you upgrade a belt of str (+2) to a belt of str (+2), con (+2)? I have heard arguments from both sides for awhile.

Grand Lodge 2/5

Pathfinder Starfinder Roleplaying Game Subscriber
Alceste008 wrote:
I have seen this one come up a few times now and would like "official" answer. Can you upgrade a belt of str (+2) to a belt of str (+2), con (+2)? I have heard arguments from both sides for awhile.

The answer to this question is yes. This falls under the standard magical item upgrade rules.

The question I've seen still in doubt is weather a +2 belt of one kind can be upgraded to a +2 belt of two kinds.

Shadow Lodge

Zizazat wrote:
Alceste008 wrote:
I have seen this one come up a few times now and would like "official" answer. Can you upgrade a belt of str (+2) to a belt of str (+2), con (+2)? I have heard arguments from both sides for awhile.

The answer to this question is yes. This falls under the standard magical item upgrade rules.

The question I've seen still in doubt is weather a +2 belt of one kind can be upgraded to a +2 belt of two kinds.

Isn't that what Alceste008 just asked? ;-)

Shadow Lodge 2/5

ArVagor wrote:
Zizazat wrote:
Alceste008 wrote:
I have seen this one come up a few times now and would like "official" answer. Can you upgrade a belt of str (+2) to a belt of str (+2), con (+2)? I have heard arguments from both sides for awhile.

The answer to this question is yes. This falls under the standard magical item upgrade rules.

The question I've seen still in doubt is weather a +2 belt of one kind can be upgraded to a +2 belt of two kinds.

Isn't that what Alceste008 just asked? ;-)

The answer to this is no.

The question still in doubt is whether he already asked this question.

Spoiler:
Explosive Runes

Grand Lodge 2/5

Pathfinder Starfinder Roleplaying Game Subscriber
ArVagor wrote:
Zizazat wrote:
Alceste008 wrote:
I have seen this one come up a few times now and would like "official" answer. Can you upgrade a belt of str (+2) to a belt of str (+2), con (+2)? I have heard arguments from both sides for awhile.

The answer to this question is yes. This falls under the standard magical item upgrade rules.

The question I've seen still in doubt is weather a +2 belt of one kind can be upgraded to a +2 belt of two kinds.

Isn't that what Alceste008 just asked? ;-)

Oh, oops. I misread that for some reason as if he were asking weather you could upgrade a +2 belt to a +4 belt. My bad. Thanks for playing another thrilling round of "Can Ziz read?" :)


Sean has indicated on the rules forums that both upgrading a +2 Str belt to a +4 Str belt and upgrading a +2 Str belt to a +2 Str/+2 Dex belt are acceptable under the Core Rules. This then also makes it acceptable in org play and isn't a necessary addendum to the Guide.

3/5

My apologizes if this was covered somewhere else, but:

It's clearly stated in several places that item creation feats are not legal for PFS play. Page 14 of the Guide to PFSOP does a fine job of addressing the issues with the Loremaster and Pathfinder Chronicler prestige classes and their respective item creation feat prerequisites.

However, is there an equally clear ruling for the Pathfinder Savant class? Should the required "any one item crafting feat" be hand-waved, as done with the Chronicler, or be replaced with a "any metamagic or spell focus feat", as is the case of the Loremaster?

Grand Lodge 2/5

Pathfinder Starfinder Roleplaying Game Subscriber
BA McLean wrote:

My apologizes if this was covered somewhere else, but:

It's clearly stated in several places that item creation feats are not legal for PFS play. Page 14 of the Guide to PFSOP does a fine job of addressing the issues with the Loremaster and Pathfinder Chronicler prestige classes and their respective item creation feat prerequisites.

However, is there an equally clear ruling for the Pathfinder Savant class? Should the required "any one item crafting feat" be hand-waved, as done with the Chronicler, or be replaced with a "any metamagic or spell focus feat", as is the case of the Loremaster?

Here is a thread that asked this outside the FAQ. It's Spell Focus. :)

Grand Lodge 2/5

Pathfinder Starfinder Roleplaying Game Subscriber
The Guide, pg 24 wrote:
Wayfinder (50% discount—250 gp; see page 195 in the Pathfinder Chronicles Campaign Setting)

This line in the always available list should probably be updated to reference the Seeker of Secrets (pg. 50) book instead since it's a Core Assumption, and the Campaign Setting will be getting a rewrite as well.

Liberty's Edge

As far as I know, there's no regular rule stating that an Eidolon goes on the same initiative step as the summoner. It seems a GM independent thing. Some just go by the rules written in Summon Monster ("It appears where you designate and acts immediately, on your turn."), and apply the wording in that text to the Eidolon, for no particular reason except I guess familiarity. It's certainly not in the rules for summoned creatures.

So, is there an official way this is done in Pathfinder Society? I'm getting a little tired of playing mother-may-I every time I roll up to a table at a convention. One of the interpretations I heard is that if the Eidolon readies an action, the action fires off, but its place in the round doesn't adjust. The same ruling said that if I readied my action, then my Eidolon would just, you know, stop doing stuff. I'm seriously doubting that either of these is correct, but I could be wrong! I don't know what the rules are for druids and rangers who have animal companions either. Is there an official ruling?

Grand Lodge 4/5 5/55/5 ***

It seems to be at the GM's discretion. Most want the companion to act at the same time as its master for ease of tracking actions, but I see no reason why the two couldn't have different initiative rolls. One issue that will arise is whether or not the companion can function without a direct command from its master. In most games I have been a part of, the action of "handling" the companion is mostly ignored as long as it has the related tricks. If not, it cannot act until after the master anyway. In your example with the readied action, I would absolutely expect the companion's initiative to change accordingly.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
cfalcon wrote:

As far as I know, there's no regular rule stating that an Eidolon goes on the same initiative step as the summoner. It seems a GM independent thing. Some just go by the rules written in Summon Monster ("It appears where you designate and acts immediately, on your turn."), and apply the wording in that text to the Eidolon, for no particular reason except I guess familiarity. It's certainly not in the rules for summoned creatures.

So, is there an official way this is done in Pathfinder Society? I'm getting a little tired of playing mother-may-I every time I roll up to a table at a convention. One of the interpretations I heard is that if the Eidolon readies an action, the action fires off, but its place in the round doesn't adjust. The same ruling said that if I readied my action, then my Eidolon would just, you know, stop doing stuff. I'm seriously doubting that either of these is correct, but I could be wrong! I don't know what the rules are for druids and rangers who have animal companions either. Is there an official ruling?

The PFS rule would be the same as the Pathfinder RPG rule, Post your question in the Rules Forums, you will get more luck.

Liberty's Edge

Quote:
One issue that will arise is whether or not the companion can function without a direct command from its master.

This is moot in the case of a summoner- the mental communication allows for commands to be given as free actions (this is called explicitly out under the "link" ability of the Eidolon).

In the case of a druid or ranger, I confess I haven't done the research yet.

(edit: the applicable text seems to be "A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. ")

Quote:
The PFS rule would be the same as the Pathfinder RPG rule, Post your question in the Rules Forums, you will get more luck.

I'll do that. But I wanted to start here in case there was a special case. I really can't find a general rule in the book.

I was hoping that there's some ironclad rule that I could point to so that I wouldn't have to worry about losing my ability to ready an action. I'll post there.

Three players I talked with actually said that there was a rule in PFS to avoid characters with pets making the initiative order confusing in Pathfinder- which is why I figured it might be a Society play rule that I just couldn't find. Hence me posting here.

Grand Lodge 4/5 5/55/5 ***

cfalcon wrote:

This is moot in the case of a summoner- the mental communication allows for commands to be given as free actions (this is called explicitly out under the "link" ability of the Eidolon).

In the case of a druid or ranger, I confess I haven't done the research yet.

(edit: the applicable text seems to be "A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. ")

Yes it is a free action to handle the companion in most cases, but during the first round, when a creature is flat-footed, it's not unreasonable to restrict free actions resulting in the companion being "out of command." In this case, can it function on its own, based on its training (tricks), or is it SOL until the master can act? Can it delay until it receives a command? Issues like this is why, most of the time, the companion acts on the master's initiative. If it is intelligent enough to ready an action (you may decide that requires at least an Int of 3), then it would have to act at the appropriate initiative number. IMO, as long as the player is capable of keeping the flow and not bogging down the combat, it doesn't really matter either way.

Liberty's Edge

TwilightKnight wrote:
Yes it is a free action to handle the companion in most cases, but during the first round, when a creature is flat-footed, it's not unreasonable to restrict free actions resulting in the companion being "out of command."

It's not an unreasonable rule, but nor is it an official one. For Society play, I would sort of hope there's an actual way to run it.

Quote:
In this case, can it function on its own, based on its training (tricks), or is it SOL until the master can act?

I assume we are talking about a druid companion- obviously an Eidolon doesn't need tricks, or commands, or any crap like that, as it is an outsider with an Int of 7, that speaks and can answer questions about the planes if it takes talents in it's knowledge class skill, or be diplomatic, or even craft or Perform (sing) depending on how you spend the talent points.

Quote:
Can it delay until it receives a command? Issues like this is why, most of the time, the companion acts on the master's initiative. If it is intelligent enough to ready an action (you may decide that requires at least an Int of 3), then it would have to act at the appropriate initiative number. IMO, as long as the player is capable of keeping the flow and not bogging down the combat, it doesn't really matter either way.

It could matter. And since my Eidolon has to pick feats, it's frustrating. I mean, should I take improved initative? "Do you have improved initiative?" "Well, it depends on the DM..."


Also remember that when you get to level 4 and your eidolon gets that free attribute point, if you raise it's intelligence to 3 with that point, it can think for itself and can probably have it's own initiative and act without direct orders from the summoner.

Liberty's Edge

Enevhar Aldarion wrote:
Also remember that when you get to level 4 and your eidolon gets that free attribute point, if you raise it's intelligence to 3 with that point, it can think for itself and can probably have it's own initiative and act without direct orders from the summoner.

See, this is what I'm talking about.

At level 1, your Eidolon has an Int of 7. 7. Not 3. It's not an animal. It's not mindless. It's an outsider. It has Knowledge (The Planes) as a class skill. You can pick 4 class skills for it. My Eidolon has a +5 to Diplomacy! It's not some wolf!

An Int of 7, and it can speak every language you can. You can communicate with it mentally (and it with you) at any distance, as a free action.

Whatever, not knowing this isn't a Society problem, it's just that it's a new class. I can easily point to the part where it says all of this (and I keep needing to). I'd just like some of the other kinks worked out, specifically as regards the initiative order.

Dark Archive 5/5

cfalcon wrote:

Quote:
The PFS rule would be the same as the Pathfinder RPG rule, Post your question in the Rules Forums, you will get more luck.
I'll do that.

You're still on the PFS board... ;-)


cfalcon wrote:


At level 1, your Eidolon has an Int of 7. 7. Not 3. It's not an animal. It's not mindless. It's an outsider. It has Knowledge (The Planes) as a class skill. You can pick 4 class skills for it. My Eidolon has a +5 to Diplomacy! It's not some wolf!

An Int of 7, and it can speak every language you can. You can communicate with it mentally (and it with you) at any distance, as a free action.

Oops, I forgot they start with a higher Int than animal companions. But still, a 7 Int is pushing into the mentally handicapped range for cognitive ability. And this is a reason I do not like PFS characters being able to have a stat that low. Oh, and since they left the example charts that were in the 3.5 PHB when they published the PRPG Core Book, examples of a 6-7 Int are trolls and ogres. I would be perfectly fine with an eidolon performing simple actions without guidance from the summoner, but not more complex commands without direct input.

Grand Lodge 5/5 ****

A more PFS related question

In regard to Eidolons and class skills - how do people feel here if the Eidolon and not the Summoner is solving one of the missions.

Examples for skills most likely were this might happen (at least for my Eidolon):

Disable Device
Knowledge (Planes)
Sleight of Hand
Stealth

Three of these skills are trained only.

I've seen some of these skills being used for missions in the past. An Eidolon that selects a skill as one of it's class skills and has one evolution point spend to gain a further +8 racial bonus to a skill could outperform any other member of the group.

From memory - my small bipdeal level 2 Eidolon has a Stealth of 18 (2 skill points, +3 class skill, +4 size, +8 evolution, +2 Dex - hm - isn't adding up - but you get the idea).

It has disable device as class skill as well - after all - it's a gnome eidolon albeit no evolution yet.

By sacrifizing some battle power you can gain interesting skills in an Eidolon. Oh yes - it has a climb evolution as well - disable the device using stealth that is badly reachable.

Thod

Grand Lodge 5/5 ****

Enevhar Aldarion wrote:
cfalcon wrote:


At level 1, your Eidolon has an Int of 7. 7. Not 3. It's not an animal. It's not mindless. It's an outsider. It has Knowledge (The Planes) as a class skill. You can pick 4 class skills for it. My Eidolon has a +5 to Diplomacy! It's not some wolf!

An Int of 7, and it can speak every language you can. You can communicate with it mentally (and it with you) at any distance, as a free action.

Oops, I forgot they start with a higher Int than animal companions. But still, a 7 Int is pushing into the mentally handicapped range for cognitive ability. And this is a reason I do not like PFS characters being able to have a stat that low. Oh, and since they left the example charts that were in the 3.5 PHB when they published the PRPG Core Book, examples of a 6-7 Int are trolls and ogres. I would be perfectly fine with an eidolon performing simple actions without guidance from the summoner, but not more complex commands without direct input.

See post below - you might then not like the way my Eidolon is build. And I have to check - but you could boost an ability - so Int 9 should be possible for my Eidolon if needed. So far it's level is so small that the evolution pool is pretty resticted and extra Int isn't there yet.

Thod

Edit: Just checking the PFS Bestiary as it should be a better way to compare as 3.5: Orgre, Troll Int:6, Orc, Harpy Int7 - off course you could argue individual ones are brighter. Interestingly Goblins and Kobolds are on Int 10 and seem a lot more intelligent.


Yeah, if you use the 2-point evolution to boost the Int to 9, then that is much more functional than a 7. Then the eidolon is only one point short of average human intelligence and could be much more functional in an independent way.

Grand Lodge 5/5 ****

Enevhar Aldarion wrote:
Yeah, if you use the 2-point evolution to boost the Int to 9, then that is much more functional than a 7. Then the eidolon is only one point short of average human intelligence and could be much more functional in an independent way.

An alternative (or in addition) is the +1 ability increase at level 5. That would boost it to 8 or 10 if you also did invest in evolutions. At that stage it probably can compeat in Int with a few PCs of the more physical oriented classes - depending on builds and play style.

I would guess Intelligent Eidolons will always be in the vast minority - but part of what I like about the Summoner is that you don't have to follow the wisdom of just a min/maxed fighting machine.

Thod

Dark Archive

cfalcon wrote:

As far as I know, there's no regular rule stating that an Eidolon goes on the same initiative step as the summoner. It seems a GM independent thing. Some just go by the rules written in Summon Monster ("It appears where you designate and acts immediately, on your turn."), and apply the wording in that text to the Eidolon, for no particular reason except I guess familiarity. It's certainly not in the rules for summoned creatures.

So, is there an official way this is done in Pathfinder Society? I'm getting a little tired of playing mother-may-I every time I roll up to a table at a convention. One of the interpretations I heard is that if the Eidolon readies an action, the action fires off, but its place in the round doesn't adjust. The same ruling said that if I readied my action, then my Eidolon would just, you know, stop doing stuff. I'm seriously doubting that either of these is correct, but I could be wrong! I don't know what the rules are for druids and rangers who have animal companions either. Is there an official ruling?

The only applicable rule I've seen is:

Pathfinder PRD wrote:


Initiative

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).

If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll to determine which one of them goes before the other.

So the question then goes to whether or not your companion or eidolon is considered to be a separate combatant.

One further point is that under listed feats available for animal companions is "Improved Initiative", which makes absolutely no sense if your companion is forced to act on your initiative. And if it is forced to act on your initiative, then taking it for your character gives you a two-for-one special where you and your companion both get the benefit of the feat, where only one of you had to buy it.

Even if you have a INT 2 animal companion, chances are it has a higher initiative modifier than your character. That being the case, if it was under the Guard command, and its initiative passed waiting on its master, if an enemy provokes an attack of opportunity on the way to hit either you or it, it would be able to make the attack, which seems more plausible than a companion just watching its master take a hit.

Shadow Lodge

cfalcon wrote:
As far as I know, there's no regular rule stating that an Eidolon goes on the same initiative step as the summoner. [...]
I'd consider the following as guidance...

  • Page 202: "Your mount acts on your initiative count as you direct it."
  • Page 532: "Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. [...] Intelligent items act during their owner’s turn in the initiative order."


This is not a Pathfinder Society question. Please move this discussion to the Rules Forum.

Thanks! :-)

Shadow Lodge 2/5

Just a little typo I noticed:

Quote:
HG” stands for headquarters—the HQ is...

2/5

Didn't find an answer for this one, so:
Balanced scale of Abadar in Dark Markets requires 4 ranks of two skills, whereas for most it is noted: (reduce each skill rank requirement by –3). So, is this intentional - do they now need both skills at 4 or at 1 for PFS?

Grand Lodge 2/5

Pathfinder Starfinder Roleplaying Game Subscriber
PeteZero wrote:

Didn't find an answer for this one, so:

Balanced scale of Abadar in Dark Markets requires 4 ranks of two skills, whereas for most it is noted: (reduce each skill rank requirement by –3). So, is this intentional - do they now need both skills at 4 or at 1 for PFS?

I'm going with intentional. There are many prestige classes listed in Chapter 13 with no skill rank reduction. Specifically for the the Balanced Scale since you need to cast 3rd level divine spells those skill rank requirements are still in line with that level of ability. The Lion Blade of Taldor, on the other end of the examples has some pretty beefy rank requirements (6s and 8s) but also 2d6 in sneak dice, so a -3 on the rank requirements bring everything more into line. Also I think everything that has a reduction comes from 3.5 rules and not PFRPG and there is a slight difference in how skill ranks were calculated between the two which is the need for the adjustments in some cases.

Scarab Sages

Can more than one person at a table play the same pregen? For example, two people show up needing to use pregens, but both want to play Ezren?

(Background: I'm planning to run Master of the Fallen Fortress for a "family con" coming up, and I'm planning to provide everyone with pregens, to save time. We have some old schoolers in the family, though, who I'm not sure will be interested in any of the APG pregens. Five players total; just wondering what I should do if nobody wants to try something new.)

The Exchange 5/5

Arazyr wrote:

Can more than one person at a table play the same pregen? For example, two people show up needing to use pregens, but both want to play Ezren?

(Background: I'm planning to run Master of the Fallen Fortress for a "family con" coming up, and I'm planning to provide everyone with pregens, to save time. We have some old schoolers in the family, though, who I'm not sure will be interested in any of the APG pregens. Five players total; just wondering what I should do if nobody wants to try something new.)

Yes, more than one of the same pre-gen can play at the table. Obviously one of the names may need to be altered to avoid confusion during combat. Also, should they register for the Society, they'll need to use a different name as "Ezren" has already been registered. Making a slight change is all that's needed, such as spelling it "Esren" or "Ezren of Taldor" and the like.

Scarab Sages

Doug Doug wrote:
Yes, more than one of the same pre-gen can play at the table. Obviously one of the names may need to be altered to avoid confusion during combat. Also, should they register for the Society, they'll need to use a different name as "Ezren" has already been registered. Making a slight change is all that's needed, such as spelling it "Esren" or "Ezren of Taldor" and the like.

Thanks!

Liberty's Edge

Doug Doug wrote:
Yes, more than one of the same pre-gen can play at the table. Obviously one of the names may need to be altered to avoid confusion during combat. Also, should they register for the Society, they'll need to use a different name as "Ezren" has already been registered. Making a slight change is all that's needed, such as spelling it "Esren" or "Ezren of Taldor" and the like.

Hrm, is this real? I certainly didn't do a name search when naming Verya. I thought we were identified by our character number and the index for Society purposes (so there could be fifteen "Adam"s in Society, but one could be like 83234-5, another 31273-2, etc).

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
cfalcon wrote:
Doug Doug wrote:
Yes, more than one of the same pre-gen can play at the table. Obviously one of the names may need to be altered to avoid confusion during combat. Also, should they register for the Society, they'll need to use a different name as "Ezren" has already been registered. Making a slight change is all that's needed, such as spelling it "Esren" or "Ezren of Taldor" and the like.
Hrm, is this real? I certainly didn't do a name search when naming Verya. I thought we were identified by our character number and the index for Society purposes (so there could be fifteen "Adam"s in Society, but one could be like 83234-5, another 31273-2, etc).

I believe Pzio systems does not allow duplicate names for Forum Avatars...And your character is considered a froum avatar

The Exchange 2/5

Dragnmoon wrote:
cfalcon wrote:
Doug Doug wrote:
Yes, more than one of the same pre-gen can play at the table. Obviously one of the names may need to be altered to avoid confusion during combat. Also, should they register for the Society, they'll need to use a different name as "Ezren" has already been registered. Making a slight change is all that's needed, such as spelling it "Esren" or "Ezren of Taldor" and the like.
Hrm, is this real? I certainly didn't do a name search when naming Verya. I thought we were identified by our character number and the index for Society purposes (so there could be fifteen "Adam"s in Society, but one could be like 83234-5, another 31273-2, etc).
I believe Pzio systems does not allow duplicate names for Forum Avatars...And your character is considered a froum avatar

Yep, I can confirm. My monk is named Nepenthe and, suprisingly, that name was already in use so I had to give her a last name to register her.

1/5

Not sure if this has been asked already, but I presume that Pathfinder Companion: Sargava The Lost Colony, will be covered in the next update for the Rules guide?

2/5

Got it, but still they should clarify the skills, as open lock no longer exists. At least to make things clear.

Zizazat wrote:
PeteZero wrote:

Didn't find an answer for this one, so:

Balanced scale of Abadar in Dark Markets requires 4 ranks of two skills, whereas for most it is noted: (reduce each skill rank requirement by –3). So, is this intentional - do they now need both skills at 4 or at 1 for PFS?

I'm going with intentional. There are many prestige classes listed in Chapter 13 with no skill rank reduction. Specifically for the the Balanced Scale since you need to cast 3rd level divine spells those skill rank requirements are still in line with that level of ability. The Lion Blade of Taldor, on the other end of the examples has some pretty beefy rank requirements (6s and 8s) but also 2d6 in sneak dice, so a -3 on the rank requirements bring everything more into line. Also I think everything that has a reduction comes from 3.5 rules and not PFRPG and there is a slight difference in how skill ranks were calculated between the two which is the need for the adjustments in some cases.

Sovereign Court 1/5

Pathfinder Lost Omens, Rulebook Subscriber

Okay, since I have not been able to find the official PFS ruling, (and I searched the threads to my wits end, as short as my wits may be) I want to ask a few questions concerning the Arcane Bond class feature:
1) Enhancing an item costs 1/2 market price or full market price?
2) Maximum Item Value restricts according to market price or creation price?
3) Do you have to make the item creation finishing check?
4) Do you have to know the spell prerequisites to add an ability?
5) Can you add an ability to your item at full cost if you don't have the prerequisites?

Grand Lodge 2/5

Pathfinder Starfinder Roleplaying Game Subscriber
PeteZero wrote:
Got it, but still they should clarify the skills, as open lock no longer exists. At least to make things clear.

I'm guessing you mean in the original 3.5 rules material (IE: Dark Markets of Katapesh, et al.)? There is a conversion document which maps out any doubts about what replaces what under the PFRPG rules vs. 3.5. Hope that helps!

The Exchange 5/5

Pathfinder Lost Omens, Rulebook Subscriber
Geoff Royal wrote:

Okay, since I have not been able to find the official PFS ruling, (and I searched the threads to my wits end, as short as my wits may be) I want to ask a few questions concerning the Arcane Bond class feature:

1) Enhancing an item costs 1/2 market price or full market price?
2) Maximum Item Value restricts according to market price or creation price?
3) Do you have to make the item creation finishing check?
4) Do you have to know the spell prerequisites to add an ability?
5) Can you add an ability to your item at full cost if you don't have the prerequisites?

I don't have the links with references to the original ruling but:

1) 1/2 market price
2) Market Price
3) It is as per the rules, so yes a check would be needed
4) As per the PFRPG rules, if you do not know the requisite spell add 5 to the check DC
5) Null by prior answer.

This is the rulebook quote to show the item creation rules:

PRD wrote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create spell-trigger and spell-completion magic items without meeting their spell prerequisites.

Dark Archive

Races - ok, I searched the forums to see if someone was talking about this, but I am new, so I probably missed it.

Are Bestiary races (Tieflings, Tengu, etc.) available for Pathfinder Society play?

Thanks in advance for your patience with the noob!

Grand Lodge 3/5

meta4one wrote:

Races - ok, I searched the forums to see if someone was talking about this, but I am new, so I probably missed it.

Are Bestiary races (Tieflings, Tengu, etc.) available for Pathfinder Society play?

Thanks in advance for your patience with the noob!

Nope. Just races in the core rulebook so far.

Grand Lodge 2/5

Pathfinder Starfinder Roleplaying Game Subscriber
meta4one wrote:

Races - ok, I searched the forums to see if someone was talking about this, but I am new, so I probably missed it.

Are Bestiary races (Tieflings, Tengu, etc.) available for Pathfinder Society play?

Thanks in advance for your patience with the noob!

Nope. They'd be listed in Chapter 13 of the Guide if they were.

Dark Archive

Zizazat wrote:
meta4one wrote:

Races - ok, I searched the forums to see if someone was talking about this, but I am new, so I probably missed it.

Are Bestiary races (Tieflings, Tengu, etc.) available for Pathfinder Society play?

Thanks in advance for your patience with the noob!

Nope. They'd be listed in Chapter 13 of the Guide if they were.

Damn. I had visions of a Tengu Cleric with a bastard sword, because that's just fun. Alas, it's not to be.


Alizor wrote:
Geoff Royal wrote:

Okay, since I have not been able to find the official PFS ruling, (and I searched the threads to my wits end, as short as my wits may be) I want to ask a few questions concerning the Arcane Bond class feature:

1) Enhancing an item costs 1/2 market price or full market price?
2) Maximum Item Value restricts according to market price or creation price?
3) Do you have to make the item creation finishing check?
4) Do you have to know the spell prerequisites to add an ability?
5) Can you add an ability to your item at full cost if you don't have the prerequisites?

I don't have the links with references to the original ruling but:

1) 1/2 market price
2) Market Price
3) It is as per the rules, so yes a check would be needed
4) As per the PFRPG rules, if you do not know the requisite spell add 5 to the check DC
5) Null by prior answer.

No. There is no Item Crafting allowed in Pathfinder Society play, so you do not make any rolls or need any spells or skills, rather any magic item you want has to be bought at the price listed in whichever allowed source book in which it appears. Anything upgraded such as a +1 sword to +2, you pay the difference in price but you have to have the total PA to cover the cost of the entire item and not just the upgrade cost.

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